Month: December 2016

The Great Big Blog of Things I Should Get Marks For – Vol 5

So, once more we reach the end of another year, and conveniently, the end of another trimester of my studies. As such, it is time for me to take all of the stuff I’ve been working on as of late, and put it into one big mega-post. Brace yourselves…



Feeding The Forgotten – A Game To Remember

A Post-Mortem

Yet again, dear reader, it’s time for me to ramble on about all the things that did and didn’t go well in a project I recently worked on: Feeding The Forgotten. The project ran for  total of 4 weeks, and I was working entirely on programming. Much like the post-mortem for Arms Race, I’ve elected to write a larger more structured post-mortem, rather than the small showcase style ones, to better convey my ideas.


Soar Like An Angle

Hello again, dear reader! I recently had the pleasure of helping out a colleague of mine, Nic Lyness, with his project The Ride – a game about the feeling of sublime freedom experienced when riding a motorbike (it’s a really quick game, I’d highly recommend you give it a try).

Essentially, I came into the project once everything was done and dusted to convert the controls to work with a gamepad controller. Unfortunately, there was one significant issue that I simply wasn’t able to fix in the time I had, so the current version doesn’t actually have any of my code in it. That’s not going to stop me from rambling about it though.

Just making basic first person controls work on a controller is a relatively simple task, and everything was fine and dandy up until I needed to make the bike lean with the player’s joystick, and right itself when it was released. This is where things began to get complex, and that’s what I’m going to be talking about here.


Throwing Shader

Hey, dear reader! It’s time again for me to ramble on about some programming stuff I did lately and how it all works. This time I’m going to be talking about shaders, or more specifically, a shader I created for Feeding The Forgotten (a game about putting in the effort to help the less fortunate members of our society, you should check it out).


The Complete Shader

The idea behind this shader was that it would outline an object, but also highlight that object through walls and other objects, so it’s always visible. This is why the gentleman in the image above seemingly has no eyes, as they are different objects, so the back of his skull is being highlighted over the top of them. Neat, isn’t it?

So how did I make all this happen?